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Kane's Wrath Reloaded mod for C&C3 released
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zocom7
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Joined: 31 Dec 2010
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PostPosted: Mon Jan 03, 2011 6:22 pm    Post subject:  Kane's Wrath Reloaded mod for C&C3 released Reply with quote  Mark this post and the followings unread

The long wait is over.
The wrath has been set.
People wanted the real KW units to be played into C&C3 and they felt their wrath.
I have waited too long after two and a half years thinking about this.
Bibber made history in C&C3 and RA3 modding that led to this development on my own and it's sad to say he's not involved to do any KW modding into C&C3.
And now it's finally here.


This is Kane's Wrath Reloaded Beta 0.7:
Download: http://www.gamefront.com/files/20422625/KWReloadedBeta0.7.rar

Moddb page: http://www.moddb.com/mods/kanes-wrath-reloaded

This mod for Command & Conquer 3 Tiberium Wars makes gameplay and other changes across all three factions. New units imported from KW (yes, they are real) will add the strength of the gameplay experience. There are some new mod changes from anything related to what other C&C3 mods do have, except when used with permission. This is an experimental alpha mod, which means this mod is still a work in progress. There are expected errors in the mod that will be issued.

I have done 33 new and modified KW units so far imported into C&C3. All KW art assets are extracted using Bibber's C&C Asset Extractor. All KW units use generic C&C3 coding except when other coding is necessary.

Installation:
This mod is for C&C3 with patch 1.09 installed in your computer. Place the mod folder into whichever operating system you have:
Win XP path: "C:\Documents And Settings\your user name\My Documents\Command & Conquer 3 Tiberium Wars\Mods"
Win Vista/7 path: "C:\Users\your user name\Documents\Command & Conquer 3 Tiberium Wars\Mods"

For "Art.big" and "Misc.big" files place them into "C:\Program Files\Electronic Arts\Command & Conquer 3 Tiberium Wars\Core\1.0" directory. Make sure you have these old files backed up before overwriting them with the modified ones. These files might not be guaranteed to work for other C&C3 mods or when opening replays.

Changes in Beta 0.7:
• Added the millipede head to the Mechapede, completing its look. However the head comes out first outside on a position, not from inside the Warp Sphere, before the eight millipede bodies merge with the head. Cost increased to 2000 in 20 seconds due to its weapon and armor overpowerness.
• Fixed an issue with one of the missing unit select responses for the GDI Sandstorm.
• Added the missing sounds for the GDI Sensor Array. Order of building this structure corrected.
• Cultists now cost 2000/20 in a squad of three. Ability still remains.
• Mastodon now fires with double sonic shell weapons instead of railguns and it’s the same sonic shell weapon used from the MARV. Splash damage increased slightly. Cost increases to 5000/50.
• Master Countermeasures support power ability moved to Nod Tech Center from Temple of Nod.
• Added Tiberium Scan Vibration support power to Nod Tiberium Liquidation Facility which can now detect both Tiberium-related objects and power plants.
• New support powers available to use:
** Power Signature Scan (Nod) – cost 300, cooldown 60 seconds. Detects all power plants on the map.
** Shock Swarm (Scrin) - cost 3000 with 3 veteran Shock Trooper Squads teleporting anywhere on the battlefield. Requires Signal Transmitter, cooldown is 240 seconds.
** Ion Storm (Scrin) - cost 5000, requires Signal Transmitter, cooldown 6 minutes. This is very much similar to the Allied Weather Control Device superweapon back at RA2. It spreads 9 clouds emitting electrical shocks to a large area effective against anything.
• Support power changes have been shifted in this final order (some have yet to be added). The ones not mentioned remain at default:
** Alien Technology Assembler: Phase Field, Stasis Shield
** Alien Signal Transmitter: Shock Swarm, Ion Storm, Wormhole, Mothership
** GDI Command Post: Radar Scan, Orca Strike
** GDI Space Command Uplink: Zone Trooper Drop Pods, Shockwave Artillery, EMP Cannon
** Nod Operations Center: Radar Jam Missile, Decoy Army, Cloaking Field, Mine Drop, Shadow Strike Team, Power Signature Scan
** Nod Tiberium Liquidation Facility: Tiberium Scan Vibration, Seed Tiberium, Catalyst Missile, Tiberium Vapor Bomb

Changes in Beta 0.6:
• Power usage is now similar to RA3 standards. GDI Power Plant cost 700 with 200 power and cost 300 for the upgrade with 100 power. Nod Power Plant cost 500 with 150 power and cost 500 for the upgrade with 150 power. Scrin Reactor cost 600 with 200 power and cost 400 for the upgrade with 100 power.
• Removed stealth detection to most vehicles/infantry on mines and aircraft. All enemy vehicles and infantry cannot detect mines, aircraft and stealth units except allied units and only the units that can detect stealth such as Pitbull, Orca, Attack Bike, Venom, Avatar (with Attack Bike commandeer upgrade), Seeker Tank, Zone Trooper, Sniper Squad, Shadow Team, Mothership and Mutant Marauder. Also removed ground stealth detection to AA Battery, SAM Turret and Plasma Missile Battery defenses. Remaining defensive structures that detect stealth remain unchanged.
• Barracks, Hand of Nod and Portal can now heal infantry for three seconds when garrisoned. In that way, the GDI Armory no longer heals infantry.
• GDI Watch Tower requires Barracks to be built. Shredder Turret requires Hand of Nod to be built. Buzzer Hive requires Portal to be built.
• Added GDI Sensor Array structure ingame. Cost is 1200 in 12 seconds with a limit of three on the field. This defensive structure can detect stealth units and other obstacles within a 500 radius and it also makes nearby infantry immune to suppression.
• Added the Scrin Mechapede ingame but with only a line squad of eight bodies with no front head. The problem in getting the front head in with a line squad of eight millipede bodies working is not that simple. Currently the unit cannot wiggle because of the coding incompatibility. Since the unit carries no upgrades, the unit is temporarily an offensive unit armed with eight razor drone laser weapons.
• All vehicles and infantry can no longer use their “call for transport” ability. This is all due to the building of those GDI/Nod Carryalls and V-Ox Transports from their airfields.
• Added GDI Carryall and Nod V-Ox Transport into the mod. As of now, the GDI/Nod Carryalls can transport vehicles (limit one vehicle per carryall) whereas the GDI/Nod V-Oxs can transport infantry (limit one per V-Ox). Carryalls can now carry some KW and C&C4 vehicles.
• Surveyors, Emissaries and Explorers are now buildable in the War Factory instead of Construction Yard.
• All MCVs and Drone Platforms will cost 5000 each. The selling of a construction yard is 2500.
• All CNC4 Units (except Mastodon) have their health increased slightly.
• Added all remaining neutral structures from GDI, Nod and Scrin factions into the mod.
• Added a bunker for the Mastodon which has a three-slot infantry to provide fire support.
• Added leadership attributes’ ability for the Redeemer and Eradicator Hexapod. Health, Armor, Rate of Fire, Attack Damage and Suppression are buffed as bonuses to nearby units around the Redeemer or Eradicator.
• Corrupter can now heal certain Scrin KW units involving the Eradicator. Healing effect now decreased by 50%.
• Guardian Cannon and Battle Base (deployed from Rig) will be equipped with railguns when upgraded.
• GDI Rig and Battle Base health are now equalized and buffed to 10000.
• Added KW staff credits list with the C&C3 staff credits. Credits now move at least two frames per second.

Changes in Beta 0.5:
- Re-enabled EA Logo video with the Kane's Wrath version.
- Added subtitles to the C&C3 HD FMVs in English version captions.
- Added the remaining FX textures from KW for the Particle Templates.
- Added the special FX shader and all other KW shaders.
- Added three re-made KW skirmish maps from PimpUigi (Forgotten Forest, Suburban Arena, Tournament River).
- Added the three epic units from KW: MARV, Redeemer and Eradicator Hexapod. All of them cost 5000 each with a limit of one. None of them have abilities at this time. MARV is equipped with two frontal railguns and two rear missile packs. Redeemer is equipped with a flamethrower and a missile pack. Eradicator is equipped with two plasma discs and one razor drone laser on each side.
- Added the 11 new units from C&C4: Mastodon (4000/40, limit one), Sandstorm (1200/12), Shockwave (1600/16), Spartan Tank (1200/12), Zone Defender (500/10), Armadillo (1000/10), Avenger Tank (1100/12), Cyborg Reaper (1100/12), Cyborg Commando (2000/25), Mutant Ironback (1000/10), Mutant Scrapbus (1400/14). Note that these units are not finalized due to incomplete animations, weapon positioning and weapon usage. All units are temporarily tier-3 units except the Ironback and Scrapbus. Experience levels added for all units. Both the Cyborg Commando and the Cyborg Reaper fire with a laser gun. The Shockwave fires the same weapon like a Shatterer. The Mastodon fires similarly from the upgraded Mammoth Tank but much stronger.
- Added other new units: Nod Demo Truck (tier 3, cost 4000/40, limit one), GDI V-Ox Transport (750/10), Nod Carryall (750/10). Demo Truck cannot attack meaning it has to be destroyed either by friendly fire or enemy attack. The transports only transport vehicles for now.
- All infantry have their built times changed to minimize infantry spam, similarly to RA3.
- All engineers have a three second delay for capturing enemy structures before they are killed themselves, no delay for neutral structures.
- Limited unit spam: Vehicles and infantry will have a build limit of 50. Some tier 3 vehicles and above will have a build limit of 30. There’s no build limit on structures and some certain aircraft such as Orcas, Firehawks, Vertigo Bombers, Stormriders and transports.
- Music changes: Action in-game music will no longer be heard unless you have 1000 allied and enemy units attacking each other, meaning that regular ingame music according to colored zone on the map will be played longer. Also here are the modified and new music tracks:
Main Menu: Red Dusk/CNC3 Menu, Skirmish/Options Menu: Tsun Menu, Load Menu: Explore Unknown
Score Menu: Act of Instinct 3 score and Mechanical Mind score, Credits Menu: Act of Instinct 3, Mechanical Mind, Harvester
Base Building: RA1 Intro/Bog 2004 Remix, Scouting/Flurry/Heroism, Valves/Lone Trooper, Creeping Upon/Depth Charge, Moving Out/Radio 3, Resources/Calculations/Electrode, Base Building/Defense Line/Research Initiative/Aftermath
Blue Zone: AOI3/Devil March, Nod Crush/Pharotek/Phat Attack, Voice Rhythm 1/2, Journey/Bounce
Red/Yellow Zone: In the Line of Fire/Prepare for Battle/March to Doom, Enemies to be Feared/Demolition/In the Prowl, Approach/Defense/Timebomb, Prepare for Oblivion/Impending Doom
Unknown Zone: Trouble/Mechanical Man 1/2, Industrial/Warfare, Airstrike/Traction, Mutants/Gloom2, Dusk Hour/Elusive, Technical Data/Composite, Link Up/Infiltrate/Recon, He Lives/Construct/Infiltrator, Virus/The Streets/In the Tunnel


Changes in Alpha 0.45:
- Replaced all tga textures with dds textures to all KW units and structures for sharper and smoother looks (except portrait icons).
- Added Africa, China and Russia civilian objects now usable in C&C3 Worldbuilder with this mod.
- Added all 38 skirmish maps modified and imported from KW into C&C3 (5 unofficial from EALA, 4 easter egg maps that I found and modified, 1 old Tournament Tower map from C&C3 Patch 1.07 and 1 Tournament Battle map which is an alternative version of Tournament Decision for the KW German version) and the lost C&C3 X360 Tutorial map into the mod. However, the text scripts are not available for the C&C3 X360 Tutorial map at this point of time. KW terrain textures are included in order for these KW skirmish maps to run correctly.


Changes in Alpha 0.4:
- Added tier 4 structures from KW: Reclamation Hub, Redeemer Engineering Facility, Warp Chasm. Costs and values remain.
- Added some new structures: GDI Tiberium Field (cost 4000/30, tier 4, limit 3), Nod Bunker (cost 500/5, tier 1), Nod Turret (cost 1000/10, tier 2, consumes 6 power), Scrin Lightning Spike (1000/10, tier 2, consumes 6 power)
- Added EMP cannon support power for GDI: cost nothing and cooldown is same as EMP control center, requires Space Command Uplink. This is more like of a minor superweapon since it takes some time to charge. You cannot use it at once when the Space Command Uplink is built.
- Dig-In bunker can now garrison up to three infantry. Zone Troopers and all Scrin infantry can now garrison the Dig-In bunkers as well as the Nod Bunker.
- Money crates when picked up gains 2000 credits. Collecting too many money crates at the same time decreases the amount.
- Some units can now move backwards without issues and can attack in reverse move when they are supposed to be: APC, Pitbull, Seeker, Gun Walker, Devourer Tank.
- New crate spawn surprises: APC/Pitbull/Predator Tank for the GDI, Scorpion Tank/Raider Buggy/Attack Bike for the NOD, and Devourer Tank/Seeker Tank/Gun Walker for the Scrin.
- Temporarily made GDI Behemoth, GDI Zone Shatterer, NOD Purifier and Alien Reaper Tripod as tier 4 units.
- Action tracks music are to be played when 1000 units are attacking or are attacked, rather than just several units. For this reason, the ingame tracks are continuous without changing to the action tracks while attacking.

- Edited some INI changes:
1. New faction added, Trio Alliance, which contains GDI, NOD & Scrin allied together and they will start with an MCV for each faction together. This is very well used as a last resort if you are stuck in tough matches especially at brutal mode.
2. When a Scrin faction wins a mission or skirmish, victory score is used as CNC3_SUCCESS_EVIL_V1 instead of CNC3_SUCCESS_EVIL.
3. All factions start with a MCV. The AI does know on deploying its own MCV during skirmish mode but however it cannot deploy its MCV if it's a custom faction.
4. The FPS limit to all maps are doubled to 60 from 30. Attempting to make the FPS limit infinite or set the option of FPS limit to disabled might cause issues to the game itself.
5. Fog of War re-occurs after viewing the area for 20 seconds.
6. MaxLineBuildObjects is limited to 8 meaning you can only place 8 wall segments at one time.
7. Disabled EA logo movie at the start of C&C3 program.


Changes in Alpha 0.3:
- Replaced the Charged Particle Beam weapon with the Super Charged Particle Beam weapon for the Enlightened.
- Added the Shard Walker for the Scrin. Shard Walker has no shield upgrade and no weapon upgrade to use at this time.
- Added the remaining sounds and voice taunts not previously added for those KW units.
- Multiplayer settings: more colors to choose from, set beacons limit to 10, shroud enabled (for all MP/skirmish maps)
- Dozer Blades and Signature Generator upgrades moved to Nod Operations Center.
- Sensor Pod and StratoFighter upgrades moved to GDI Airtower.
- Blink Packs and Plasma Disk Launcher upgrades moved to Scrin Statis Chamber.
- Radar Scan, Radar Jam and Tiberium Vibration Scan now cost 300 each to use.
- The Call of Transport ability cost reduced to 100 from 500 for GDI and Nod factions. Cooldown time is reduced to 60 seconds.
- All factions' refineries now cost 3000/30 and require 10 power.
- Most upgrade costs and build times are now the same values from KW Patch 1.02.
- All Engineers, Rigs, MCVs, Surveyors, Emissaries and Explorers will not be selectable when selecting all units on the entire map.
- Allied Tech Center requires War Factory and Command Post to be built.
- Nod Tech Center requires War Factory and Operations Center to be built.
- Scrin Technology Assembler requires Warp Chasm and Nerve Centre to be built.
- Replaced the main menu, options, load, score and credits themes. Also replaced the main menu logo with the new KW Reloaded logo.
Main menu is Red Dusk and CNC3 theme. Options menu is Tsun theme. Loading a saved game, skirmish or mission is Explore Unknown. Score is Act of Instinct 3 score. Credits are Act of Instinct 3, Mechanical Mind and Harvester (from Animusic).

Changes in Alpha 0.2:
- Fixed the shader/texture model for the GDI Shatterer and Scrin Reaper Tripod.
- Added more Kane's Wrath units: Wolverine, Behemoth, Hammerhead, Zone Shatterer, Heavy Harvester, Rocket Harvester, Combat Engineer, Zone Orca, Orca Minigunner, Confessor Cabal, The Awakened, The Enlightened, Tiberium Trooper, Cultists and Prodigy. Like the previous version, all KW units (except some infantry) cannot use the Call for Transport ability and they don't have their special upgrades and abilities available at this time. Also added experience levels for those units.
- Added Kane's Wrath structures: GDI Air Support, Nod Air Support, Voice of Kane.
- Added walls to all factions. All wall hubs and segments cost 100 each, but selling them gains 10 credits each.
- Combat Engineer can now use Booby Traps, Place Mines and Dig In as his special abilities to make the unit more useful other than just attack and capture/repair structures.
- Economy: Tiberium Spikes when captured gains 500 credits and then 15 credits per second. Big Tiberium Silos now gains 500 credits per 30 seconds when captured. GDI/NOD refineries can now hold up to 10000 credits and their Tiberium Silos can hold up to 5000 credits. Harvesters unloading tiberium into refineries now takes eight seconds. Growth Accelerator now gains 25 credits every 5 seconds.
- Note that the Cultist uses the same ability as a Mastermind can, since I am unable to get a new modified ability for the unit. Due to this the Cultist Squad can capture the maximum of 5 units or structures at a time! Cultist Squad also requires Technology Assembler in order to be built. Prodigy does not have the Area of Effect Mind Control ability in which it's been replaced with the Booby Trap ability.
- Cost and time values changed to reflect the use of the gameplay at this point of time. All other KW units are at their normal values.
Ravager 1000/10, Cultists 1600/16, Prodigy 3000/30, Annihilator Tripod 2500/25, Reaper Tripod 3000/30, Awakened 600/6, Tiberium Trooper 1000/10, Avatar 2500/25, Behemoth 2500/25, Combat Engineer 700/7, Mobile Repair Transport 800/8, Orca Minigunner 900/9, GDI or Nod Air Support 600/6, Zone Shatterer 1800/18, Zone Raider 1400/14

Changes in Alpha 0.1:
- Added Kane's Wrath units into KW Reloaded: Slingshot, Shatterer, Titan, Mobile Repair Transport, Zone Raider, Mantis, Specter, Purifier, Reckoner, Ravager, Reaper Tripod, Shielded Harvester. All sounds, taunts, art assets and weapons included for those units. Costs and values for those units are the same as from KW patch 1.02, except that the Mobile Repair Transport costs 800 and Zone Raider Squad costs 1400. All KW units cannot use the Call for Transport ability. They also do not have their special upgrades and abilities available at this time. Added experience levels for all 12 KW units.
- The Reckoner now gets a destroyed animation instead of turning it into a bunker when destroyed.
- GDI Power Plant costs 700. All power plant upgrades are at tier 2.
- Nod Militant Squad gets a new portrait icon from Kane's Wrath.
- Added custom Scrin shields to Gun Walker, Seeker Tank, Devourer Tank, Corrupter, Reaper Tripod, Mastermind, Stormrider and Mothership. Attenuated Forcefields upgrade (in Nerve Centre structure) applies to Gun Walker, Seeker Tank, Devourer Tank and Corrupter. All others require the Forcefield Generator upgrade. Custom shield for the Scrin Shielded Harvester is already added when refinery is built or when the unit is built from the Warp Sphere.


Bugs/Issues:
- Some closed captions are stretched out of the screen during some FMV clips.
- All C&C4 units (except the Mastodon) have death animation issues since they disappear when destroyed.
- Armadillo, Spartan and Avenger Tank with tire treads aren't moving with given bone treads on them.
- Mastodon has animation issues since it walks and sits like a dog.
- Mutant Ironback has animation issues when attacking and moving.
- Mutant Scrapbus only shows one tracer gun fire when firing (this is an old C&C3 bug that hasn't been fixed) when it's supposed to be firing with four tracer gun fires at a time. The flashes and recoils are shown but the bullet tracers aren't.
- Mobile Repair Transport cannot attack even when an infantry unit is garrisoned. That infantry unit can automatically attack any enemy unit or structure while inside until destroyed.
- Behemoth animation isn't walking correctly after and during attacking (on some terrain). When the unit is created, it somehow starts to rise up and walk while still inside (not outside) the war factory. The Titan and the Juggernaut on the other hand walks out correctly.
- Reckoner and Armadillo with 2 or more garrisoned infantry cannot be all evacuated at the same time because this is still a C&C3 bug that hasn't been fixed. Also the Dozer Blade upgrade has no animation change to the Reckoner itself, meaning that unit already comes with Dozer Blades when built.
- When Voice Of Kane is destroyed, some of the object debris fly out onto the terrain, which isn't the way it supposed to be.
- Nod Turret is still missing textures on when it's built and when it's destroyed. (in which Madin did not include) Type description is not known even when the script name is there.

All credits and other stuff will be mentioned inside the readme file.

_________________
RIP PurpleScrin (2007-2010)

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